- docs/gen2-roadmap.md: approved Gen2 plan (phases 8-15; finish-EXE-first, two-repo LATE public flip, substantial exit) + Backup & disaster-recovery policy - back up irreplaceable / hard-to-re-source artifacts to the private remote (R20): - track ghidra/ (the RE database; *.lock/tmp*.ps transients excluded) - tools/psyq/ working libs/tools (minus the two >100MB raw source archives) - tools/bin/*.tar.gz (old-gcc cc1 compiler sources; extracted binaries stay regenerable) - tools/ghidra-ext/ (GhidrAssistMCP 2.8.0 + ghidra_psx_ldr 2026.06.04 installer zips) - .claude/settings.json: SessionStart + SessionEnd hooks (auto-start / clean-save the headless Ghidra MCP); moved out of the gitignored settings.local.json so they are backed up - docs/SETUP.md: document the MCP server lifecycle + persistence model + session hooks (§2.8), a tooling inventory, .run/ runtime scratch (§1a), and the backup posture (§ Backup) — R21 - .gitmodules: ignore=dirty on the 4 submodules (maspsx/asm-differ/m2c/decomp-permuter) — silences the phantom "modified" state from generated pycache + cross-filesystem filemode; gitlinks unchanged (still at the pinned commits) - rules R20 (back up irreplaceable work + gathered tooling; loosens R8) and R21 (keep SETUP.md current) recorded in memory; to be formalized at the next PhaseEnd
BFM-decomp
A matching decompilation of Brave Fencer Musashi (PlayStation, SLUS-00726, USA 1998) — the first public decompilation effort for this game.
What "matching" means
The goal is C source code that, compiled with the original-era toolchain (PsyQ 4.x / GCC 2.7.2-family + ASPSX via maspsx), produces a byte-for-byte identical SLUS_007.26 and, eventually, byte-identical overlay binaries. SHA1 checksums are the ground truth; "functionally equivalent" does not count.
No ROM content
This repository contains no game assets, no disassembly output, and no ROM-derived data — only source code, build configuration, symbol names/addresses, hashes, and documentation. To build or contribute you must provide your own dump of the game disc (4-track BIN/CUE, redump layout). See .gitignore for the firewall.
Project status
Gen1 (foundation) complete — the matching pipeline is proven end-to-end. make extract && make build && make check rebuilds SLUS_007.26 byte-for-byte identical (SHA1 143dbb89…) from C + assembly, reproducibly across many sessions.
- Compiler pinned by evidence:
gcc-2.7.2-psx -O2 -G0 -mips1 -mcpu=3000+maspsx --aspsx-version=2.56 --expand-div. - 43 functions hand-matched to byte-identical machine code — including the LZSS streaming decompressor — with a decomp-permuter + matching-cookbook "flywheel" to accelerate the next.
- ~50 PsyQ SDK objects (libcd + libgs) linked byte-identical straight from the real PsyQ 4.0 libraries instead of re-decompiling them.
- File-loader / overlay system reverse-engineered, with the resident engine blob + location overlays' load addresses proven byte-identical against a live PCSX-Redux RAM dump.
Most of the EXE is still INCLUDE_ASM stubs (correct bytes, not yet C), and the bulk of the game lives in compressed overlays inside the .CD archives — Gen2 (overlays & engine at scale) is next. Current phase and detailed progress live in phase-ends/ (newest PhaseEnd_*.md = current state); methodology, rules, and the full roadmap are in PROJECT_CONTEXT.md; environment setup in docs/SETUP.md.
This project is developed primarily by Claude Code driving Ghidra through an MCP server; see CLAUDE.md.
License
Private repository for now. AGPL-3.0 is planned at public release, modeled on sotn-decomp. tools/brave-CUE/ is CUE's BRAVE extractor (GPL, source included) and retains its own license.